1.26.2011

I'm in the middle of reading a short essay by Nathaniel Dorsky called Devotional Cinema for my senior seminar film studies course. It's mostly full of what I'd charitably refer to as "wank" so far; Dorsky fails to take a direct stance out of what seems to be fear of contradicting himself.

However, he makes an interesting point about camera movement that made me think of the arguments between looking in, say, an FPS with the mouse versus an analog setup.

Here's my final animation I made for my Modes of Animation Production class. I'm most proud of the music, which didn't get much time to play out due to the short length of the animation. The present-day scenes' music is meant to sound like Sega Genesis (or Mega Drive, if you ain't a gosh-darn American) music, something I've gotten more into due to Hardcore Gaming 101's article about KGB's FM synth-driven music.

1.09.2011

Last summer, I was invited to a game of Neptune's Pride arranged by Second Person Shooter. In short, Neptune's Pride is a game about CONQUERING SPACE in real-time. You want a fleet to jump to a planet? Set the order, wait 30 minutes, and watch 'em go. Alternatively, change your mind in less than 30 minutes if something comes up (it will).

If you want to see what a complete playthrough from multiple perspectives looks like, Rock, Paper, Shotgun will lead the way. If you want a quick summation of what our game of Neptune's Pride felt like, Harbour Master has you covered. If you want my personal account, read on...

This is the One.

Satisfied is a blog about games, game design, music by others, music by me, film and filmmaking. Sometimes the games aren't popular. Sometimes the music is disliked by connoisseurs. But I know there must be reasons behind me liking them (besides possibly having awful taste) so I pick them apart here.